CHAI CH AIN N REAC
Written by Ed Teixeira
© 2009 2009 ED TEIXEIRA
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8/01/2009
© 2009 2009 ED TEIXEIRA
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8/01/2009
T O C ABLE F ONTENTS Prologue
1
Introduction
2
IGO UGO THW Reaction System Word of Advice
2 2 2
Equipment Required
3
The Dice Passing Dice Counting Successes Possibilities Reading and Adding The Dice How Many D6?
3 3 3 3 3 3
Figures And Terrain
3
Basing Figures Defining Faces
4 4
Defining Characters
4
Stars and Grunts Star Advantages Larger Than Life (LTL) Cheating Death Free Will Star Power Reputation Weapons Attributes
4 4 4 5 5 5 5 5 6
Getting Started
6
Recruiting The Lists Using the Lists Military Operations Military List Insurgents List Street Warfare Police List Gang List
6 6 6 7 7 7 7 7 7
Organizing Your Force
8
Groups Leaders Replacing Leaders
8 8 8
Rules Of War
9
Turn Sequence Actions Order of Activation
9 9 9 © 2009 ED TEIXEIRA
Movement
10
Normal Movement Fast Movement Going Prone Involuntary Movement
10 10 10 10
Reaction
11
How to Take a Reaction Test Taking the Tests Focus Fast Move In Sight In Sight or Not Received Fire Wanting To Charge Being Charged Recover From Knocked Down Rally Man Down Leader Lost Heroes All Reaction Tests Status and Actions Carry On Duck Back Halt Hunker Down Obviously Dead Out of the Fight Retire Snap Fire Stunned
11 11 11 11 11 11 11 12 12 12 12 12 12 12 12 12 13 13 13 13 13 13 13 13
Challenge
13
Ranged Weapons
14
List of Weapons Outgunned Rankings Tight Ammo
14 15 15
Shooting
15
Line Of Sight Resolving Fire Target Selection Shooting A Weapon Ranged Combat Table Determining Damage Auto-Kill or Capture Firing Two Weapons At Once Pitiful Shot Throwing Grenades Hitting With Blast Effect Weapons “Who’s Got the Grenade?”
15 15 15 16 16 16 17 17 17 17 17 18
Flock of Seagulls
18
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Melee
18
Hand-To-Hand Weapons How to Melee Melee Combat Table Breaking Off Melee
18 18 19 19
Retrieving Wounded
19
After The Battle
20
After The Battle Recovery
20
Fighting The Battle
20
Setting Up Terrain Types of Terrain How Many Pieces of Terrain? Terrain and Scenery Gaming the Street Warfare Table
20 21 21 21 22
Buildings
22
Building Areas Entering And Exiting Buildings Movement Inside Buildings
22 22 22
Vehicles
23
Using the Vehicle Getting In and Out of Vehicles Groups Types of Vehicles Defining the Vehicle Vehicle Movement Reversing Direction Turning “Bootlegger Turn” Reaction Tests Vehicles in Combat Running Down Pedestrians Ramming Vehicles Bash Table Shooting Targeting Driver or Passengers Targeting Vehicles Driver Disabled
23 23 23 23 23 23 23 23 23 24 24 24 24 24 25 25 25 25
The Battles
25
Patrol
25
Goal Forces Terrain Deployment Special Instructions
25 25 25 25 26 © 2009 ED TEIXEIRA
PEF Movement Resolving PEFs PEF Composition Table How Many Of Them? Military Patrol Table Insurgents Patrol Table And What Are They? Scouting the Table Top Optional Reinforcements How the Enemy Moves NPC Force Movement Table Patrol Example
26 26 26 27 27 27 27 27 27 27 28 28
Epilogue
28
Index
29
SPECIAL THANKS
Tony Yates for the inspirational artwork.
Paul Kime for the great covers and maps.
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The Godfathers - Geo “Technomancer” Gibson, “Hannuman the Monkey-God”, Ken Hafer, and Ronald “Baddawg” Strickland
8/01/2009
The “usual suspects” on the THW Yahoo Group for contributing to the growth of CR 3.0 and setting the course. And to Lil.
C R 3.0 HAIN EACTION mechanics from CR 2.0 to present day THW products was so dramatic that it became apparent to me that CR 2.0 needed a facelift.
ROLOGUE P
So after five years I’ve upgraded to CR 3.0. What Chain Reaction has become is an i ntroduction to the Reaction System and all the other mechanics used in current THW products. CR 3.0 is a THWlite version given to the gamer at no cost.
CHAIN REACTION 3.0 Many of you have probably heard of Chain Reaction but for those of you that haven’t, here’s a little history.
Anyway, thanks for the interest, give the game a read, play the game a few times and if you’ve got a taste for a specific period come visit the website and the Yahoo Group.
2002 Two Hour Wargames makes its first foray into providing rules for man-to-man skirmish games. The rules are called Guns and Girls and they debut with a on The Miniatures Page. The cover of the News Item rules (two young ladies in bikinis, high heels, and automatic weapons) is taken as a sign of the Apocalypse, by some, causing a change of title to Chain Reaction and a new cover depicting a target riddled with bullet holes.
As the saying goes…. “What a long strange trip it’s been”
Be sure to check out the Two Hour Wargames Yahoo Group linked below for answers to questions and free downloads for other THW games.
2004
http://games.groups.yahoo.com/group/twohourwarga mes/
As word spread via the Internet, battle reports began coming in about the games that people were playing with CR. World War 2, dark future , and police actions were common but there were also the American Civil War games, Star Wars (you all understand I didn’t write Star Wars, right?), hard core sci-fi, gangsters of the ‘20s, and much more. It quickly became apparent that you could adapt CR for almost any period where modern firearms were used. What also became equally apparent was that gamers wanted bigger battles with more and more figures. That was the main reason for CR 2.0: Fully Loaded. But with bigger battles came the need for sm oother mechanics and less bookkeeping. Seeing how there was minimal book keeping in CR it was obvious that the mechanics would be where the ease of pl ay would come from. Chain Reaction 2.0 delivered.
2008 By now Two Hour Wargames is up to twenty p lus titles covering a variety of periods from ancient warfare to the conflict in Vietnam, as well as fantasy and sci-fi titles. Whereas CR 2.0 was a generic set of rules that covered many periods in a light way the other titles are detailed and focused specifically to bring the flavor of that period to life. So I decided to make CR 2.0 free to the masses.
2009 With all the exposure and questions ge nerated by CR 2.0 it’s become obvious that the rules were reaching a much larger audience than before. But the j ump in © 2009 ED TEIXEIRA
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C R 3.0 HAIN EACTION THW R S EACTION YSTEM
NTRODUCTION I
Our figures start on opposite sides of a building and are out of sight of each other.
CR 3.0 is a skirmish set of rules that can be played . Games are with any figures you may already have usually finished in two hours or less, hence the company name.
CR 3.0 is a great way to learn the Reaction System used by Two Hour Wargames.
I activate and I move first. I move my figure around the corner and your figure can see me.
You take an In Sight Reaction test.
Maybe you shoot at me.
Maybe you shoot at me but rush your shot.
Maybe you don’t shoot at me.
THW uses what is called the Reaction S ystem. In this system your side activates and you move part of your force. That triggers a reaction from parts of my force. I immediately react and this may cause you to r eact in kind. Here’s an example of both s ystems using one figure on each side.
If you shoot me either you hit me or miss.
If you hit me I see how bad the damage is.
Maybe I’m only stunned.
IGO UGO
Traditional games use a turn sequence known as “IGO, UGO”. This means that I move m y figures, fire, we do some melee, and maybe you do a morale test or two.
Our figures start on opposite sides of a building and are out of sight of each other.
I shoot at your figure.
You either get hit or not.
If you get hit I see how bad the damage is.
Now it’s your turn,
If you stay where you are you shoot at me.
You either hit me or not.
If I get hit you see how bad the damage is.
Maybe I shoot you.
Maybe I duck back for cover.
Or maybe I run away.
If you don’t get hit you take a morale test and stay where you are or maybe runaway.
ORD F W O ADVICE
Be sure to read all of the rules before trying to play CR 3.0. And if you have a question about the rules just keep reading as the answer will be coming along shortly.
The big thing is I get to move and shoot at you and you can’t do anything about it.
TWO HOUR WARGAMES
When all the reactions are finished it’s your turn.
There are a variety of Reaction Tests in CR 3.0 but you’ll be using only two of them 95% of the time. After a few turns you’ll have them memorized and will rarely refer to the rules. It’s that simple.
Now it’s my turn again.
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We continue to fire back and forth at e ach other until either one of us gets hit, runs out of ammo, ducks back behind cover, or runs away.
The big thing is you get to react to what I do just like in real life.
If I don’t get hit I take a morale test and stay where I am or maybe runaway.
© 2009 ED TEIXEIRA
But if you miss I take a Received Fire Reaction Test.
It’s my turn and I move first. I move my figure around the corner and see your figure.
Or maybe I’m knocked out of the fight or worse.
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C R 3.0 HAIN EACTION Example: The native dancing girl enters melee and rolls 4d6. She scores a 1, 3, 3, and 4. This translates into three successes.
QUIPMENT E EQUIRED R
P OSSIBILITIES You may see numbers in parenthesis such as (1-2). This means that there is a chance of an event happening based on a d6 roll.
You will need a few things to play Chain Reaction 3.0 . They are:
The gang member may be armed with a Example – pistol (1). This means that on a result of 1 when rolling 1d6 the ganger has a pistol.
Six-sided dice, also known as d6. It is best to have at least six of these, and the more you have, the quicker games will play.
R AND ADDING T D EADING HE ICE
One ruler or measuring device, ideally one device per player.
And sometimes you simply read the result of the d6 for what it is and add the sc ores together.
Any combination of metal, plastic or paper figures in a consistent scale of your choice.
Example – On the Terrain Generator Table I roll a 3 and a 6 for a total of 9.
Something to represent buildings and other terrain features. A flat surface at least 3'x3' with larger usually being better.
H M D6? OW ANY
T D HE ICE
How many d6 do you roll? This is found by looking in the upper left corner of each table. There will be a number that tells you how many d6 should be rolled. This will usually be 3, 2, or 1 or maybe a word like Rep or Target. That means roll 3, 2, or 1d6 or 1d6 for each point of whatever word it is.
During the game you will be required to roll dice in a variety of ways. They are:
P D ASSING ICE
Example – A Berber Horseman (Rep 4) is approaching a French Legionnaire (Rep 5). The Legionnaire must roll an In Sight Test so tosses 2d6. They later go into melee and see the word Rep on the Melee Table so they each roll 1d6 per point of Rep. The Berber will roll 4d6 while the Legionnaire will roll 5.
This way to use the dice is to roll 2d6 and compare each result individually to the Reputation or Rep of each figure taking the test. If the score is equal or less than the Rep then the figure has passed that die. If the score is higher than the Rep then the figure has failed that die. Figures may pass 2, 1, or 0d6 when the dice are rolled this way.
F T IGURES AND ERRAIN
Note that there will be times when the figure m ay roll more or less than 2d6 but the p layer can never score better than pass 2d6.
Literally hundreds of figures can be used with CR 3.0. There aren’t any official figures so play with what you already have.
Example – Jim Bob Joe (Rep 4) must take a Received Fire Test. He rolls 2d6 and scores a 1 and a 5. He has passed 1d6.
You can choose from metal figures, plastic figures, or even paper figures. Sizes range from 6 mm to 54 mm and everything in between. The best part is that you can use any of them and still play CR 3.0. If you don’t already have figures, you can find them in gaming stores, at conventions, or online.
C S OUNTING UCCESSES Another way to use the dice is by rolling them and counting successes . When taking a test that uses this method a success is any score of 1, 2, or 3. A score of 4, 5, or 6 is a failure.
© 2009 ED TEIXEIRA
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TWO HOUR WARGAMES
Finding terrain can be handled the same way or you can build it from scratch. Some very nice paper terrain is available online that will work just fine. I use eBay as one source for terrain; it is also a good way to find painted figures.
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C R 3.0 HAIN EACTION Perhaps the best form of guidance will come from joining the Two Hour Wargames Yahoo Group and asking your questions there.
EFINING D HARACTERS C
http://games.groups.yahoo.com/group/twohourwarga mes/
B F ASING IGURES
Chain Reaction 3.0 is played with individu al figures referred to as characters . Characters are defined in the following ways.
Each figure represents one real man. The easiest way to base your figures for CR 3.0 is 1 figure on a round or square base as either style will work. Figures previously mounted for other rule systems will also work.
D F EFINING ACES Charging onto the rear of an enemy or shooting to its rear depends upon the actual physical location of the attacker.
Is it a Star or a Grunt ?
What is its Reputation ?
What type of weapon does it have?
Does the character have any Attributes?
S AND G TARS RUNTS
To qualify as a rear attack the attacker must begin and end its movement behind the front facing of the target. The front facing is defined as 90 degrees to the left and right of the way the figure is facing.
There are two types of characters. They are Stars and Grunts.
S – Characters that represent you, t he player. TARS We suggest your Star begin with a Rep of 5. – These are the non-player characters G RUNTS (NPC) or characters that do not represent a player. They may be friends or foes and will come and go as the game progresses. NPCs are controlled by the game mechanics.
Stars may recruit Grunts to form their force. This is done by rolling on the appropriate force List. For each point of Rep the Star has he may recruit one Grunt. Stars may not recruit Grunts with a higher Rep than themselves.
S ADVANTAGES TAR Being a Star in CR 3.0 has four important advantages. These are:
Larger Than Life. Cheating Death Free Will Star Power
LARGER T LIFE (LTL) HAN CR 3.0 can be used to capture the cinematic flavor of modern action movies where the Star is a larger than life character. This is represented in the following way. © 2009 ED TEIXEIRA
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C R 3.0 HAIN EACTION
Stars cannot be killed by anyone with a Rep lower than the Star. Instead the worse result a Star could receive would be Out Of The Fight.
o
o
Example- Billy Pink (Rep 5) is shot by a Rep 4 gang member. The gang member scores an obviously dead result but Billy Pink is out of the fight instead.
Out of the Fight goes to Stunned. Stunned goes to no damage taken, character remains on feet and may function normally.
R EPUTATION represents a combination of Reputation or Rep training, experience, morale, and motivation and is an expression of a character’s overall fighting quality. There are six possible levels of Reputation-
C D HEATING EATH A Star can be killed by anyone with an equal or higher Rep. When this occurs the Star may declare that he is cheating death . He is immediately removed from the game and whisked safely home.
When a player chooses to cheat death his Rep is immediately reduced by one level. Example- Billy Pink (Rep 5) is shot by a Rep 5 gang member. The gang member scores an obviously dead result so Billy should be dead. Instead he uses the Cheating Death rule and leaves the game. He is now a Rep 4.
F W REE ILL Each time a player must take certain Reaction Tests he may choose which of the three possible results he wants to do without rolling dice. This is noted on the test by an *.
Example – Billy is shot at by the enemy. He is a Star so can choose his reaction on the Received Fire Test. He chooses to pass 2d6 and return fire.
Reputation 6 – These action heroes are few and far between. The stuff of legends. Reputation 5 - These are veterans of numerous successful encounters. Delta Force or SAS members would have a Reputation of 5. Reputation 4 - These are reliable men and women of some experience. Undercover cops are examples of Rep 4. Reputation 3 – These are guys of unknown quality who have seen little or no action. Low ranking gang members would have a Reputation of 3. Reputation 2 - These are green or poor quality targets with little motivation or desire for combat. Your average K-Mart shopper would be considered Rep 2. Reputation 1 – Usually reserved for the extremely old or young or those that are sick or infirm. Also confirmed cowards.
S P TAR OWER
W EAPONS
Usually reserved for Stars but sometimes found in Grunts, Star Power is the ability of a character to ignore normally disabling damage. Stars start with Star Power equal to their Rep. Whenever a character with Star Power takes damage from ranged fire or in hand-to-hand combat it will roll 1d6 equal to its Star Power.
Most characters are assumed to have a ranged weapon whether pistol, submachine gun, etc. Some characters such as civilians, hostages, and children often do not. It is possible for a character to have m ore than one weapon such as a rifle and pistol. Players are encouraged to count the figure to be armed with the weapon it has.
Any result of 1, 2, or 3 reduces the damage by one level. Any result of 4 or 5 means the damage stays but the d6 is retained for future use.
Weapons are covered in more detail in the appropriate sections entitled Ranged Combat and Melee.
Any result of 6 means the damage stays but that die is removed from the character’s Star Power for the rest of the scenario.
Example – I choose three figures. One has a pistol, one a shotgun, and the third an assault rifle. I decide to play the figures with the weapons that they have.
Damage reduces as follows – o
© 2009 ED TEIXEIRA
Obviously Dead goes to Out of the Fight
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C R 3.0 HAIN EACTION
ATTRIBUTES
ETTING G TARTED S
CR 3.0 uses Attributes to further define characters. Using Attributes is strictly optional but will greatly enhance your games. If you choose to use Attributes it’s best to limit them to your force and not use them for the non-player enemy characters, as it could require too much bookkeeping. But the choice is yours.
This section will explain some of the games that CR 3.0 can be used for. No matter the time period the link to all of them is CR 3.0 is a game about firepower.
If you are playing a campaign, or series of connected battles, the Star is allowed two Attributes chosen from the lists.
R ECRUITING
Grunts have their initial Attribute determined by rol ling 2d6 on the Attributes Table.
2
The first thing that has to be determined is what your force consists of. When first starting our we recommend using from three to ten figures per player, each with a variety of Reps. Once you have learned the game mechanics you can easily play much larger games of upwards of fifty figures per player and all in a manageable two hours or less.
ATTRIBUTES TABLE 2d6 added together
#
ATTRIBUTES
2 Born Leader: Adds 1d6 to all personal Reaction Tests except for the In Sight and Recover From Knock Down Tests. Any friendly character within 4” of him will react as the Born Leader does regardless of what their reaction would have actually been. 3 Poser: Will roll only 1d6 when taking the Received Fire Test. 4 Agile: When the character is fast moving he does not suffer any shooting penalties. 5 Slow: Treats a result of pass 2d6 as if pass 1d6 when taking the Fast Move T est. 6 Brawler: Adds 1d6 when in melee. 7 Slow to React: -1 to Rep when taking the In Sight Test. 8 Athlete: Adds 1d6 when taking the Fast Move Test. 9 Runt: Minus 1d6 when in melee. 10 Marksman: Will roll 2d6 instead of 1d6 when using a bolt-action rifle, counting the best score, and increasing the weapons range to 60”. If firing from a prone position he then receives a third d6. 11 Clumsy: When testing to Fast Move and fails with doubles will move 1d6” then fall in place counting as stunned. 12 Nerves of steel: Not subject to Duck Back.
To do this simply allow the Star to recruit Stars equal to his Rep instead of Grunts and let each recruited Star recruit Grunts.
T LISTS HE Here’s a list of force types that you can use in CR 3.0. You could also use CR 3.0 for World War 2, Colonials, and other periods. Feel free to mix and match or create your own lists as you see fit. As for who is armed with what we provide general information. These are general army lists and if you desire more detailed lists then see the THW website for rules that go into more depth for each period or genre.
U T LISTS SING HE Here’s how to use the lists.
For each figure in your force roll 2d6.
Add the scores.
Example – Billy Pink is a Star and chooses the following Attributes, Agile and Born Leader. He recruits two Grunts, Char and Dez. Char rolls an 8 so is an Athlete while Dez rolls an 11 and is Clumsy.
© 2009 ED TEIXEIRA
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Look down the Recruit column for each total to determine the character’s Type and Rep. Follow the general guidelines in each list to see what each figure is armed with.
C R 3.0 HAIN EACTION
S W TREET ARFARE
M O ILITARY PERATIONS
This would also include all apocalyptic games where society is in decay and criminal activity runs rampant. Rival gangs strive to eliminate each other as well as grow in wealth. The setting could be either rural or urban as you choose.
In this section we cover operations involving traditional military forces and irregular f orces often referred to as insurgents.
M LIST ILITARY
P LIST OLICE
Military groups or squads are from nine to twelve figures in size. These squads are further broken down into three man teams or groups consisting of one Team Leader and two other soldiers. One Team Leader is the overall Leader of the squad.
Police squads are five to ten figures in size. They range from the officer on patrol to the elite SWAT teams found in most major US cities. SWAT teams do not work with regular uniformed officers but replace them in special circumstances.
Each soldier will be armed with an assault rifle and grenades.
Each officer will be armed with a BA Pistol and have access to a shotgun in his cruiser.
One member of each team can have a grenade launcher or squad automatic weapon also called a SAW.
SWAT members will be armed with a BA pistol and have access to assault rifles, shotguns and machine guns.
Each three squads can have a rock et launcher team of two soldiers attached to it.
Police Military Recruit Special 2 to 4 5 or 6 7 to 9 10 to 12
Type Star Team Leader Veteran Soldier Recruit
Recruit Special 2 3 4 or 5 6 to 9 10 to 12
Rep 5 5 5 4 3
Gangs are from six to twelve figures in size and led by one Leader.
Insurgent groups are from nine to fifteen figures in size under the command of one Leader.
Rep 5 5 5 5 4 3
G LIST ANG
I LIST NSURGENTS
Type Star SWAT Detective Veteran Officer Rookie
Gang members are armed with a pistol (1), BA pistol (2-3), shotgun (4), machine pistol (5), or submachine gun (6).
Each soldier will be armed with an assault rifle and grenades. Each group may have one SAW. Each two groups can have a one-man Rocket Launcher that may fire only once per game. It may never be reloaded.
Gang Recruit Special 2 3 or 4 5 to 8 9 or 10 11 or 12
Insurgents Recruit Special 2 3 to 5 6 to 8 9 to 12
© 2009 ED TEIXEIRA
Type Star Leader Military Trained Experienced Recruit
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Rep 5 5 4 3 2
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Type Star Boss Hard Case Banger Punk Wannabee
Rep 5 5 5 4 3 2
C R 3.0 HAIN EACTION Example – A squad of soldiers wishes to take a Wanting to Charge test. The Leader has a Rep of 4 and 1d6 is thrown. The score is a 3 so the result is pass 1d6. This is now added to the results of the other figures taking their tests. The squad, all Rep 4, rolls 2d6 and scores a result of 3 and 6. This means that they normally would have passed 1d6. But adding the one passed d6 from the Leader Die means the squad actually has passed 2d6.
RGANIZING O OUR ORCE Y F There are two special rules that can affect the organization of your figures and how you ma y move them. They are the Group and Leader rules.
R LEADERS EPLACING
ROUPS G
In real life there will always be someone in charge of a group. If the actual Leader is disabled someone will always “step-up” and replace him. So when a Leader becomes disabled the non-Leader figure with the highest Rep in the group is considered to be the Leader. In case of a tie the player may designate the Leader. The new figure now takes over the functions and abilities of a Leader.
At the start of the battle each side must divide their figures into groups of 1 or more figures. Groups are those figures within 4” of one another and in clear Line of Sight of another group member. Note that Line of Sight or LOS is explained in detail later in the rules. You may form up or break apart your group into smaller groups at anytime during the turn when you are active or when forced by reaction.
Example – The group comes under fire and the Leader is disabled. The group now takes the Leader Lost Reaction test and passes 2d6. The highest Rep figure in the group is now the Leader.
Example - Billy Pink, Char, and Dez are in one group. They are all within 4” of each other and can see at least one other member of the group. They get fired on and Char ducks back outside of 4” from Dez or Billy Pink. Although she can still see Dez or Billy she is now in her own group and will activate by herself. Later Billy moves to within 4” of her and she becomes part of the group and may immediately move with him.
LEADERS Each group will start the battle with a Leader. The Leader provides the following benefits. The Leader allows for all figures in his group to activate when he does. Leaders lead! Leaders that are in the front rank of a group, or behind one scout detached from the are allowed to apply Leader Die to certain group Reaction Tests. A LDR at the end of some Reaction Tests or a in the top left corner of any applicable LDR Reaction Test designates this. To use Leader Die throw 1d6 and compare the result to the Rep of the Leader. If the result is then this result may be added to the pass 1d6 reaction results of figures in the group.
© 2009 ED TEIXEIRA
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C R 3.0 HAIN EACTION
ULES F R O AR W
Now let’s go over the rules as you will use them during the game.
Chain Reaction 3.0 is played in turns with one phase of activation per side. Although battles can last an unlimited number of turns, each turn follows a strict sequence.
When more than two sides play just a dd additional colored die to the Activation roll. Any dice rolling doubles means those sides may not activate but the other sides may. If all dice roll the same number, simply re-roll.
Now that you know the turn sequence we will explain the rules in the order that they will occur during the game turn. Let’s start with actions.
T S URN EQUENCE
After both sides have moved all of their eligible groups and all reactions have taken place the turn is over and Activation dice are rolled again.
ACTIONS
Before the game begins select 2d6 of different colors.
When a character is active he may voluntarily do one of the following actions.
Designate one side as one color and the other side as the other color.
Roll these two dice at the same time to start each turn. This is called rolling for Activation. If the die scores are the same (doubles) reroll them. If the die scores are not doubles then read each die individually. The higher score determines which side will activate its groups first.
Example – Billy Pink walks around a corner and an enemy gets an in Sight test, fires and misses. Bil ly takes the Received Fire test, fires, and takes out the enemy. Billy continues his move and decides to active fire at another enemy.
The die score also determines which Rep or higher group the corresponding side may activate. Groups activate from the highest to the lowest Rep.
Example: A Blue 4 and a Yellow 3 are rolled. The Blue side scored higher so it activates first. Blue may activate only groups that are led by a Rep 4 or higher Leader.
Any and all reactions caused b y one group activating have to be finished before the next group may activate.
Example: A Blue 4 and a Yellow 3 were rolled. The Blue side has finished activating all the groups he wanted to. It is now the Yellow sides turn. Yellow may activate only groups that are led by a Rep 4 or higher Leader. TWO HOUR WARGAMES
Charge into melee in lieu of taking active fire.
When a side is active it must activate its groups from the highest to the lowest Rep. In cases of a tie the player chooses the order of activation.
After all of one side’s groups have been activated, the other side may activate one group at a time under the above Rep restriction and continue to do so until a ll groups have been activated.
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Stay in place, changing the way he is faced if desired, and fire.
RDER F O O ACTIVATION
After the first group has completed all its actions and any reactions it ma y have caused have been resolved the active side is allowed to proceed to its next group.
© 2009 ED TEIXEIRA
Move up to full distance and fire if desired, at any time during his m ove. A character may always fire once when active, called active fire, regardless of any firing called for due to a reaction result.
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C R 3.0 HAIN EACTION
I NVOLUNTARY M OVEMENT
OVEMENT M There are two types of movement, voluntary, when the group is active , and involuntary when caused by a Reaction Test.
Figures may be forced into involuntary actions and movement due to the results of a Reaction Test. The procedures for taking a Reaction Test will be described later. However, the possible involuntary actions and moves are as follows.
N ORMAL M OVEMENT
– Cease movement or do not move. Halt
Normal movement is 8” for all figures.
– Move to the nearest cover within 6”. Duck Back This can be in any direction, even forward. If no cover available within 6” then drop prone in place, ending your turn. Figures in Duck Back cannot see or be seen by the cause of the test.
F M AST OVEMENT If desired a figure may attempt to move at a faster speed than normal. Rolling 2d6 versus the Rep of the figure then consulting the Fast Movement Test does this.
- Move to the nearest cover within 12” away Retire from the cause of the test, even if already in cover. If no cover available within 12” then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again.
Example – Billy Pink (Rep 5) decides to have the group take a Fast Move test. He rolls 1d6 versus his Rep of 5 but scores a 6 so fails his Leader Die. The group tosses 2d6 and scores a 5 and a 4. Billy passes 2d6 and moves 16”. Dez (Rep 4) passes 1d6 and moves 12”. Char (Rep 3) passes 0d6 and moves only 8”.
– Stay in cover or move to nearest Hunker Down cover within 12”. If no cover available within 12” then drop prone in place, ending your turn. Remain in place not doing anything until rallie d. Hunker Down in cover cannot see or be seen b y the figure that caused the test. Example – Billy Pink and Dez are fired on. Billy scores a duck back so moves to the nearest cover 6” towards the shooter. Dez scores a result of retire and moves to the closest cover away from the enemy, ducks down, and now will hunker down until rallied by Billy or Char.
G P OING RONE Figures may choose to go prone at a nytime during their turn. This ends their movement. To regain their feet takes half of their movement distance. figures that choose to go prone may fire Active immediately after going prone. A figure forced to go prone by a reaction result may not fire when going prone. Example – Char moves 8” and declares that she is going prone. The figure is laid down and she can now fire if desired.
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C R 3.0 HAIN EACTION – Whenever a figure wants to F M AST OVE
EACTION R
move farther than its normal move distance it will take this test.
This section covers the heart of the Two Hour Wargames system. It is called the Reaction System. Figures will take Reaction Tests during the game when called upon to do so. Reaction Tests reflect how a figure will perform when under ph ysical, mental, or emotional stress during the fight.
Taken only when active.
– Whenever a figure has an opposing I S N IGHT group enters its LOS, and it was not seen previousl y during this activation phase, the figure takes this test.
All of the tests are grouped together on the Reaction Tests Table in the rear of the book.
Taken only when inactive.
The In Sight is taken as soon as the group comes into view. If more than one figure is in that group the test is taken after all the figures that wish to move have done so and have moved no more than 2”.
H T T A OW O AKE R T EACTION EST
I S O N N IGHT R OT Figures are always either in sight or not.
To take a Reaction Test roll 2d6 and apply the results to all the figures in the same group taking the test. This means that some figures taking the test in the same group could pass 2d6, 1d6, or 0d6 for the same test.
A figure is in sight when –
The enemy figure can trace a line of sight to that figure. This still applies even if that figure is in cover or concealed.
A figure is not in sight when-
T T T AKING HE ESTS
Let’s look closer at each Reaction T est.
F OCUS Whenever a group must determine which group it will fire on the Leader of the group will take this test.
It cannot be seen because of intervening terrain. Figures ducked back or hunkered down fall into this category. It cannot be seen due to w eather or light restrictions such as being farther than 12” from the enemy at night.
Example – Billy Pink is inactive and behind a building. Gweedo is on the other side and not in sight. Gweedo is now active, moves up to the corner of the building, and can now be seen by Billy. Gweedo is considered to be In Sight. Billy takes the In Sight test, passes 2d6 and fires.
If a group activates and has more than one target group in its LOS then it will take the Focus Reaction Test to determine who it will fire at or charge.
Taken when active.
– Whenever a figure has R F ECEIVED IRE
Example – Billy, Char, and Dez activate and there are two target groups in LOS. Billy must take the Focus Test. He passes 2d6 so directs the group to fire at the biggest threat. As both target groups are similar threats they will fire at the closest target group.
been shot at and not hit it will take this test. Any friendly figure within 4” and LOS to this figure will also take the test.
Taken when active or inactive.
Example – Billy Pink is shot at. Char and Dez are within 4” and can see Billy. They all take the test.
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C R 3.0 HAIN EACTION – Whenever a – Any figure within 4” and LOS to a W T C M D ANTING O HARGE AN OWN figure has a LOS to an opposing group and wants to charge into melee (hand-to-hand combat) it takes this test.
friendly figure that suffers a result of stunned, out of the fight, or obviously dead will take this test.
Taken only when active.
Example – Dez is hit by fire and is stunned. The group rolls 2d6. Both Char and Billy are within 4” and sight of Dez so take the test.
Example – Billy, Char and Dez are in the same group. Billy and Char want to charge while Dez stays put and provides fire. They roll 2d. Billy passes 2d6 while Char passes 1d6. They both are allowe d to charge. Dez fires before her friends move.
– When the Leader is the Man LEADER LOST Down this test is taken instead.
– Whenever a figure is B C EING HARGED
being charged the figure must take this test when the charging figure reaches 4” from contact..
Taken only when inactive.
Example – Char charges Carlos. Carlos takes the Being Charged Test and passes 2d6 so will fire then melee with Char. Char must take a Received Fire test if she is not hit by Carlos’ fire.
H ALL EROES Whenever double ones (snake eyes) are rolled for any of the following Reaction Tests, this means the figure will go into hero mode.
– R F K D ECOVER ROM NOCK OWN Whenever a figure is knocked down it will immediately take this test.
Taken when active or inactive.
Example – Dez takes a hit and goes down. She rolls 2d6 on the Recover From Knock Down Test, passes 2d6, and is stunned.
Received Fire
Wanting To Charge
Being Charged
Man Down
Leader Lost
This means they will always pass 2d6 whenever they have to take these tests for the rest of the game. Which figure? Simply roll 1d6 for each figure and add the score to its rep. High total is a hero with ties being rolled off.
R , M D & LEADER ALLY AN OWN LOST The Rally, Man Down, and Leader Lost Reaction Tests are the same test just taken for different circumstances.
Example – Char takes a Man Down test and passes 2d6 with snake eyes. She is now in hero mode. Later Char wants to charge and does so without needing to roll.
R – Whenever a figure that has hunkered ALLY and wishes to return to the fight it will take this down test. It may only be taken when a friendly figure in carry on status is within 4” and in LOS.
Taken when active or inactive.
Example – The group comes under fire and the Leader goes down. The group now takes the Leader Lost Reaction Test and passes 2d6. If the Leader is out of the fight or obviously dead the figure with the highest Rep would now become the new Leader.
Any friendly figure within 4” and LOS to the charging figure will also take the test.
Taken when active or inactive.
R T EACTION EST TATUS S AND ACTIONS
Taken only when active.
Example – Dez is behind cover and hunkered down. Char moves to 3” away from her and Dez rolls 2d6 to Rally. She passes 0d6 and remains hunkered down. Later in the turn Billy Pink attempts to rally Dez. 3d6 are rolled this time as Billy can add his Leader Die. Dez passes 1d6 and rallies.
Here we will explain the terms found on the Reaction Tests Table. The figure is in good order and can act – C O ARRY N and react as desired. A figure is considered to be if it is not doing any of the following. carrying on
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Stunned
2 – Decide what the consequences of failure will be.
Obviously Dead
Out of the Fight
Example – If I fall I will damage a leg and reduce my movement by half.
Ducked Back
Retire
Hunkered Down
3 – Decide the degree of difficulty . 4 - If the task is highly difficult then subtract one from the Rep of the character attempting the task. Example – The truck will be moving so I decide it is highly difficult. My Rep is reduced from 5 to 4.
D B – Move to the nearest cover within 6”. UCK ACK This can be in any direction, even forward. If no cover is available within 6” then the figure will drop prone in place, ending its turn. It ma y not fire until active or caused by subsequent Reaction Test. Figures in Duck Back cannot see or be seen by the cause of the test but those that go prone can.
5 – If the task is very simple then add one to the Rep of the character attempting the task. Example – The truck and roof are the same height and only three feet apart. My Rep is increased from 5 to 6.
– Cease movement or not move at all. H ALT
6 – If there are circumstances that would increase or decrease the chance of success, then increase or decrease the Rep of the character by one point.
H D – Stay in cover or move to nearest UNKER OWN cover within 12”. If no cover is a vailable within 12” then the figure will drop prone i n place, ending its turn. It may not function until rallied and if confronted by an enemy within 4” will surrender. Figures in Hunker Down cannot see or be seen by the cause of the test but those that go prone can.
Example – I want to sneak by a guard and it is night time and his back is to me. I add one to my Rep.
7 – It is possible that there may be offsetting circumstances that would increase or decrease the chance of success.
– Cease movement or not move at all. H ALT
Example – I want to sneak by a guard and it is night time and his back is to me. I add one to my Rep. However; he has a higher Rep than mine so I reduce it back to 5.
O D – The wound is so severe it is BVIOUSLY EAD obvious that the character is dead. – The figure is wounded and UT F HE IGHT O O T F cannot continue the battle. He cannot move on h is own and must be retrieved by others. If contacted by enemy he is considered to be captured.
2
CHALLENGE TEST (Taken vs. Rep)
R ETIRE - Move to the nearest cover within 12” away
A score of “6” is always a failure
from the cause of the test, even if already in cover. If no cover available within 12” then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again.
# Dice Passed Pass 2d6
Result
Pass 1d6
Stop in place and fire rushing the shot S F NAP IRE – and at full Target rating. Figure may not act or react until ha ving S TUNNED – spent one full turn of activation doing nothing.
HALLENGE C
Pass 0d6
Use this procedure when a player wants to do something that is not covered by another rule. 1 – Decide on the task the player wants to do.
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TWO HOUR WARGAMES
Character fails and suffers consequences.
Basically after the challenger decides what the task will be the players must agree on the difficulty of the task and the consequences of failure.
Example – I want to jump from the roof of a truck to the roof of a building. © 2009 ED TEIXEIRA
Character completes the challenge successfully. Character may chose to immediately re-roll the challenge counting a result of pass 1d6 as if pass 0d6. OR Decide not to continue the challenge.
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C R 3.0 HAIN EACTION – SMG has a range of UB ACHINE UN S -M G (SMG)
ANGED R EAPONS W
24”, Target of 3, and have an Impact of 1. – B ACTION R (BA) (S R ) OLT IFLE NIPER IFLE Rifles have a range of 48”, Target of 1, and have an Impact of 3.
S -AUTOMATIC R (SA) – Semi – automatic EMI IFLE rifles have a range of 48”, Target of 2, and an Impact of 3.
There are two ways to inflict damage in CR 3.0. The first way is through ranged weapons fire and the other is through melee (hand-to-hand combat). Trust me on this. Melee is considered to be a last resort.
M P ACHINE ISTOL (MP) – MPs have a range of 12”, Target of 3, and an Impact of 1.
Each weapon is defined by type and in some cases weapons have been lumped into broader categories. Weapons are defined by four characteristics.
– ARs have a range of 48”, ASSAULT R (AR) IFLE
Type – What they are
S AUTOMATIC W (SAW) – The SAW QUAD EAPON
Target of 3, and an Impact of 3. has a range of 48”, Target of 4, and an Impact of 3.
Range – The range listed for every weapon is its or the range that the firer feels he has effective range a reasonable chance of hitting the target.
– Grenades have a 6” range when G (G) RENADE thrown, can engage an unlimited number of targets in a 5” blast circle, and an Impact of 2.
Targets – The maximum number of d6 rolled when fired by the character. Each d6 has the potential to do damage to a target and any or all dice may be applied to one or more figures. Also defines the “spread” of the weapon.
– The grenade G LAUNCHER (GL) RENADE
Example – A submachine gun with Target of 3 may fire at up to three targets in a three-inch width.
launcher replaces the figures normal weapon and allows for a grenade to be fired up to 24”, can engage an unlimited number of targets in a 5” blast circle, and an Impact of 2. Grenade launchers may fire once during the turn in reaction or when active.
Impact – The damage a hit from the weapon may do.
If the RL has a R LAUNCHER (RL) – OCKET second figure acting as a loader i t may fire once during the turn in reaction or when active. If a loader is not present then the shooter must spend one turn of activation doing nothing but loading the weapon. Rocket Launchers have a range of 48”; can engage an unlimited number of targets in a 5” blast circle, and an Impact of 5.
LIST O W F EAPONS Pistols have a range of 12”, Target of P – ISTOL (P) 2, and have an Impact of 1.
WEAPONS TABLE
Big A$$ pistols have a range BA P ISTOL (BAP) –
Range Targets Imp Pistol 12 2 1 BA Pistol 12 2 2 Shotgun 12 3 2 Bolt Action Rifle 48 1 3 Semi-Automatic Rifle 48 2 3 Machine Pistol 12 3 1 Submachine Gun 24 3 1 Assault Rifle 48 3 3 Grenade 6 5” blast circle 2 Squad Automatic Weapon 48 4 3 Grenade Launcher 24 5” blast circle 2 Rocket Launcher 48 5” blast circle 5 Type
of 12”, Target of 2, and have an Impact of 2. Shotguns have a range of 12”, HOTGUN S (SG) – Target of 3, and have an Impact of 2. They also use the following rule.
When firing the shotgun the shooter is allowed to roll 6d6 instead of 3d6. He counts only the best three scores for damage. He counts all six d6 rolled for purposes of . tight ammo
Example – Jim Bob Joe fires at three targets. He scores a 1, 1, 2, 4, 5 and 6. He counts the 4, 5 and 6 for hitting the target. He also counts the two ones for tight ammo purposes so he is out of ammo.
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O R UTGUNNED ANKINGS When firing, some weapons are perceived to have greater firepower than others. This is called their Outgunned Ranking or OR.
HOOTING S Shooting a weapon and hand-to-hand combat are distinctly different ways of inflicting damage. This is reflected by the different game mechanics used in CR 3.0 to represent them.
If a figure shoots with a weapon with a higher OR than what the target has or if the target cannot shoot back then the target is outgunned. The target will take the Received Fire test but cannot score better than Duck Back.
LINE O S F IGHT To shoot something you must first be able to see it. A straight line from the shooter to the target is called a Line of Sight or LOS. Line of Sight extends across the whole table and is blocked only by friendly figures, terrain, buildings, and s ometimes weather.
Example – Billy has an assault rifle (OR 3) but is out of ammo. He is fired on by Slag who is using a semi- automatic rifle. Billy takes the received Fire test and passes 2d6. Although Billy has a higher OR weapon, he cannot fire because he is out of ammo, so must Duck Back instead.
Na
Outgunned Rankings
Stars, retrieving wounded and chargers are never outgunned.
Outgunned Ranking 5 4 3 2 1 0
In nighttime the LOS is reduced to 12”. However, targets in a well-lit area will count LOS as normal for those firing at them. LOS in woods or rough terrain is reduced to 12” in the daytime and 6” at night. If at the edge of the woods then the figure may see and be seen from outside the woods. LOS in inclement weather (fog, heavy rain, etc.) is reduced to 12” in the daytime and 6” at night.
Weapon Type
R F ESOLVING IRE
Grenades and Rocket Launchers, SAW Target 3 weapons. Target 2 weapons. Target 1 weapons. Those that may not return fire or out of range.
Fire continues between two or more figures until one side is unable to return fire. This can happen for the following reasons.
Note that Stars, chargers, and those retrieving wounded are never outgunned.
T AMMO IGHT Ammo in Chain Reaction 3.0 is pretty much unlimited. However, there still is a chance that the weapon may temporarily run out of ammo and must be reloaded. So anytime two or more “1”s turn up when firing the weapon is out of ammo and may not be fired again until one turn of activation is spent reloading it. Figures reloading weapons may not exceed their normal move.
TWO HOUR WARGAMES
One side has Ducked Back.
One side has retired.
One side has been hit by fire.
Example – Char fires at Carlos and misses. Carlos takes the Received Fire test. Carlos fires back and misses as well. Char takes the Received Fire test and passes 2d6. Normally she should return fire b ut instead Char will duck back as she is outgunned.
T S ARGET ELECTION
Example – Carlos fires with a SAW and rolls a 1, 1, 4 and 5. He scores two hits with the 4 and 5 but the two “ones” mean he is out of ammo.
–
The weapon, such as a Rocket Launcher, can only fire once per turn.
It is common for figures to fire multiple times in one turn.
The weapon is considered out of ammo after all d6 have been applied.
© 2009 ED TEIXEIRA
Run out of ammo by rolling two or m ore ones.
A figure may fire at up to one target per point of Target rating of the weapon. The targets must be not more than 1” from each other.
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C R 3.0 HAIN EACTION
Before firing the shooter must declare how many shots will go onto each target. It is possible for one target to have multiple hits.
determined.
Roll the dice and arrange the dice from the highest to the lowest. Apply the dice to the targets as stated prior to shooting with the highest d6 on the first target.
If the target is prone it was missed. P – RONE
If the target passed a T M F – ARGET OVED AST Fast Move test with 2d6 or 1d6, the target was missed.
If the shooter HOOTER OVED AST S M F – passed a Fast Move test, with 2d6 or 1d6, the target was missed.
First establish a LOS between the shooter and the target figure. Then-
Shooter rushed Shooter is snap firing – his shot and the target was missed.
Roll 1 to 4d6 depending upon the Target rating of the weapon and add them individually to the shooter’s Reputation.
If ECOND HIRD R IGHER ARGET S (T ) O H T – the target was the second (third) or higher target shot at by the same shooter then it was missed.
Compare these totals individually to the Ranged Combat Table. There is no need to test any modifiers prior to rolling as the modifiers ar e already built into the hit table.
Target
C If the target is behind a solid OVER – obstruction that can stop a bullet it is in cover and was missed.
S A W HOOTING EAPON
If the target is behind an C – ONCEALMENT obstruction that can conceal it but cannot stop a bullet it was missed.
Example – Carlos fires his SAW at Dez and Char. He declares to fire 1d6 at the first target, Dez, and the rest at Char. Carlos rolls a 3, 5, 1 and 2. The d6 are laid out from high to low (5, 3, 2, and 1). The 5 will be applied to Dez and the rest applied to Char.
The target was hit and damage must be IT H –
If none of the circumstances O – THERWISE apply the target was hit.
Example - Billy Pink fires his BA pistol at Carlos who is in cover. Billy rolls a 3 and 6. Each die score is added individually to his Rep of 5. This means a score of 8, miss because Carlos is in cover, and an 11, which is a hit.
Ranged Combat 1d6 + Rep
A result of two or more “ones” means out of ammo.
1d6 + Rep 3 to 7 8
9
10+
ETERMINING AMAGE D D
Result
Miss. Target concealed – miss. Target in cover – miss. Target prone – miss. Target moved fast – miss. Shooter moved fast – miss. Shooter is snap firing - miss. Second or higher target – miss. Otherwise – hit. Target in cover – miss. Shooter moved fast – miss. Shooter is snap firing - miss. Third or higher target – miss. Otherwise – hit. Hit.
Each time a figure is hit the shooter must roll on the Ranged Combat Damage Table. Roll 1d6 and compare the score to the Impact of the weapon.
1
1d6 per each hit
Score “1” Impact or less but not a “1” Higher than Impact
The target was missed but must M – ISS immediately take a Received Fire Test.
© 2009 ED TEIXEIRA
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Ranged Combat Damage Table
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Result Target Obviously Dead Target is Out of the Fight.
Target is knocked down and immediately takes Recover From Knock Down Test.
C R 3.0 HAIN EACTION Example – Billy Pink has hit Carlos with his BA pistol. Billy rolls 1d6 and scores a 3. This is higher than the Impact of 2 so Carlos is knocked down and must take the Recover From Knock Down Test. Carlos passes 2d6 and is stunned.
T G HROWING RENADES Grenades can be thrown up to 6”. Simply nominate the spot the grenade is to land, roll 2d6 versus the thrower’s Rep, and consult the Throwing Grenade Table.
AUTO -K ILL O R C APTURE
2
THROWING GRENADE TABLE (Taken vs. Rep)
If an active figure comes into physical contact with a stunned or out of the fight figure he m ay choose to either automatically dispatch the figure or instead capture him (tie up, etc.) Example – Billy Pink activates and runs up to the stunned Carlos and chooses to capture him.
# Dice Passed Pass 2d6
Pass 1d6
F T W IRING WO EAPONS AT O NCE
Result
It is possible to use two pistols, BA pistols, machine pistols or any combination of any at the same time. This results in more firepower but at the cost of reduced accuracy. Figures doing so will count each weapon as snap firing when doing s o.
Pass 0d6
P ITIFUL S HOT Rep 3 figures and only Rep 3 figures are allowed to use the pitiful shot rule. Whenever a Rep 3 fires and rolls a six but still cannot hit the target, such as when a target is in cover, he is allowed to roll 1d6 again. If the score is equal to or lower than his Rep (3) then a hit is scored. Otherwise, treat the result as a Miss requiring the target to take a Received Fire Test.
Grenade lands on the nominated spot. Test for damage. If the thrower cannot see the nominated spot, such as behind cover or concealment, the grenade misses. The explosion however causes the target to take a Received Fire test counting outgunned. If the thrower can see the nominated spot or the grenade is being dropped over a wall, rolled into a doorway, or similar it lands on the nominated spot. Test for damage. Oops! Grenade is dropped. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. Otherwise roll for damage.
Example – Dez decides to toss a grenade at Carlos who is in cover. She is aiming for a spot beyond the cover that she cannot see. She rolls 2d6 versus her Rep of 4 and scores a 3 and a 6. She has passed 1d6 and misses. Carlos takes the Received Fire test and passes 2d6 but must duck back as the grenade outguns the SAW. Billy now runs up to the wall and drops a grenade over it. Billy also passes 1d6 but as he is dropping it over the wall and not throwing it the grenade hits. Carlos now tests for damage.
Example – Char (Rep 3) fires at Reed who is in cover. She scores a 6 but still cannot score a hit. She can use the Pitiful Shot rule and rolls another 1d6 and scores a 2. Reed has been hit.
H W A B E ITTING ITH LAST FFECT W EAPONS Once a grenade or rocket has landed on the nominated spot, the player will center a 5” blast circle template on it. I suggest a common CD for this. Any figure within the circle may be damaged. Roll once for each figure on the Ranged Combat Damage Table. © 2009 ED TEIXEIRA
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C R 3.0 HAIN EACTION Example – Billy dropped the grenade behind the wall and Carlos was in the blast template. Billy rolls 1d6 and scores a 2 versus the Impact of 2 of the grenade. Carlos is out of the fight.
ELEE M
“W ’S G T G ?” HO OT HE RENADE
When figures come into contact they can enter into melee (hand-to-hand combat). Before doing this please remember that you have a gun!
This rule eliminates the need for bookkeeping where grenades are concerned. So long as grenades are available to that force, whenever a figure needs to use a grenade, it is assumed to have one. It is not necessary to keep track of where the grenades are on an individual basis. Yes, it’s fudging but it makes the game move more quickly!
– There H -T - H W AND O AND EAPONS are three categories.
– Those One Hand Weapons (HW) used with one hand such as a sword. These have an Impact of 2.
Two Handed Weapons (THW) – Those requiring two hands to use such as a two-handed axe. These have an Impact of 3.
– Improvised Weapons (IW or TIW) Improvised weapons are those that are not designed as weapons but will work in a pinch. These can be used with one hand, like a pipe, or with two hands, like a baseball bat. Improvised weapons will count one Impact less than the corresponding real weapons.
H T M OW O ELEE Hand-to-hand combat is carried out in the following manner.
LOCK F EAGULLS F O S
This is a new rule only for Civilians, but not Stars, and will apply through all the scenarios. Each time gunfire occurs a Civilian must take the Flock of Seagulls Test. This is done by rolling 2d6 and applying the results individually to everyone in the group.
2
FLOCK OF SEAGULLS (Taken when gunfire occurs)
# Of D6 Result Passed Halt. 2 Duck back. 1 If already ducked back then hunker down. 0 Retire.
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The charger has LOS to the target, then takes and passes the Wanting To Charge test. The target of the charge takes and passes the Being Charged test. Each figure in melee starts with d6 equal to their Rep. Each figure adds or subtracts d6 when an y of the melee modifiers apply. Each figure then rolls their d6 discarding any result of 4, 5, or 6. Each figure then retains any result of 1, 2 , or 3 and re-rolls them. This continues until one or both sides have zero d6 left to roll. Consult the Melee Combat Table and apply the results. When fighting against more than one figure the outnumbered figure must decide how many dice to apply to each attacker.
C R 3.0 HAIN EACTION Rep
B O M REAKING FF ELEE
Melee Combat Taken vs. Rep
Anytime a figure that is locked in melee becomes active it may choose to end the m elee by moving at least 1” away from the enemy. He can do this unless blocked by terrain such as when having a back to the wall. Once the melee has been broken off the other side will take an immediate In Sight Test and will carry out the result.
-2d6 if prone or attacked to rear -2d6 if retrieving wounded -1d6 if have lower Impact weapon A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure. When fighting multiple attackers must divide d6 Continue rolling until one side has any successes or all sides have zero successes.
# Successes Score 2+ more successes Score 1 more success No successes scored
Example – Both Carlos and Char have scored zero successes previously so they are locked in melee. Char activates first and breaks off the melee by moving 6” away. Carlos takes an In Sight Test and passes 1d6 and can fire at Char but taking a snap fire.
Result Enemy Obviously Dead.
Enemy Out of the Fight
ETRIEVING R W OUNDED
Evenly matched. Remain in melee and when active may either break off the melee or continue the melee.
Example – Billy Pink and Carlos are in melee. Billy has a two handed sword and Carlos a small pipe.
When a figure is retrieving wounded figures it will behave as follows:
Billy starts with 5d6 for his Rep. No modifiers apply so he rolls 5d6.
Carlos starts with 4d6 for Rep and subtracts 1d6 for having a lower Impact weapon. Carlos will roll 3d6.
Bill rolls a 1, 2, 3, 6 and a 6. He keeps the 1, 2, and 3 and discards the 6 and 6. He will re-roll 3d6. Carlos rolls a 1, 4 and 6. He keeps the 1 and discards the 4 and 6. He will re-roll 1d6.
Billy rolls 3d6 and scores a 1, 2 and 6. He keeps the 1 and 2 and discards the 6. He will re-roll 2d6.
Carlos rolls 1d6 and scores a 1. He keeps the 1 and will re-roll 1d6.
Billy rolls 2d6 and scores a 1 and 3. He will re-roll 2d6. Carlos rolls 1d6 and scores a 5. He tosses the 5 and has zero d6 to re-roll.
Billy has won the melee with 2 more successes so Carlos is obviously dead.
© 2009 ED TEIXEIRA
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Figures can voluntarily choose to retrieve wounded figures. In addition, any figure that scores a pass 2d6 or 1d6 result on a Reaction test and must duck back will retrieve any wounded figure within 4”. Those scoring a result of pass 0d6 and must duck back will not retrieve wounded figures. Any figure may pick up a wounded figure and continue moving it’s remaining distance but may not exceed normal movement at any time. Figures may not fire weapons when retrieving wounded figures. Figures charged while retrieving wounded must drop the wounded or keep them but meleeing at –2d6. If they drop the wounded they may not recover them until next active. Those retrieving wounded are never outgunned.
Example – Billy Pink scores a result of duck back by passing 1d6. Char is within 4” of Billy so he is allowed to move to her, pick her up, and then move to cover and duck down even if exceeding his normal move.
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C R 3.0 HAIN EACTION
HE AFTER T ATTLE B
IGHTING HE F T ATTLE B
If you decide that you would lik e to keep the same characters for more than one battle this is an eas y way to see if they recover from wounds. Rolling 2d6 vs. the Rep of each figure that went out of the fight and consulting the After The Battle Recovery Table does this.
Now that you know all the rules it’s time to set up and play your first game. First start with a flat space at least 3’x3’.
2
Unless previously determined by the scenario, players should use the following system to generate terrain for the battlefield.
S U T ETTING P ERRAIN
AFTER THE BATTLE RECOVERY Taken vs. Rep of all OOF figures
# Dice Passed Pass 2d6 Pass 1d6 Pass 0d6
1 - Divide the table into nine roughly equal sections. See the following illustration that shows the corresponding number for each section of terrain. In this case the board is square but you may be using a rectangle. It doesn’t matter just be sure and divide the table into nine equal sections.
Result
All return at normal Rep. All return at –1 to their Rep. OOF becomes OD while those that retired will not return.
Example – Char (Rep 3) went out of the fight and after the game I roll 2d6 to see what happened to her. I roll a 4 and 2 passing 1d6. Char comes back but is now Rep 2.
2 – Determine the overall terrain type of the battlefield. You can base this on the actual terrain that the forces historically fought over. Or roll 1d6 for each section of the board counting a score of one, two, or three as clear, four or five as wooded or jungle, and a six for mountainous. Once this is done be sure to move similar terrain types around the board so they are adjacent whenever possible. Example – I have divided the table into nine sections, I roll 1d6 for each section individually. I score four clear sections of terrain, three jungle sections and two mountainous sections.
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C R 3.0 HAIN EACTION
T O T YPES F ERRAIN
T & S ERRAIN CENERY
There are three types of terrain.
This section describes terrain and what effects it may have on your figures. For ideas on terrain and buildings I suggest watching movies of the appropriate genre.
Clear: This terrain is primarily flat with sm all sightobstructing hills and irregular folds in the land. Mountainous: These are legitimate large mountains that hinder or prevent movement through them.
Each terrain piece should be represented by at least a 12” by 12” or 6” x 24” area. The boundary of the terrain area should be easy to distinguish. A piece of felt works well for this purpose. It is also possible to blend terrain, such as a wooded hill . No matter what, make the terrain work for you with whatever you have. The types of terrain are as follows:
Wooded: Although trees may be found almost everywhere, this represents dense wooded areas such as jungles that slow travel and obscure vision.
H M P O OW ANY IECES F T ? ERRAIN
Clear terrain: Open, empty area with perhaps lowlying bushes that provide concealment but not cover. Impassable rock formations: Base of inaccessible mountains or sheer cliff side. Movement not allowed.
After you have determined the type of terrain on the battlefield its time to see what the table will look like. Start from section number one and work your way to section number nine.
Wooded area or rough terrain: Either wooded areas, jungles, or those with broken rocks, etc. across them. Movement reduced to half speed through these areas. Visibility inside these terrain features is limited to 12” in the daytime and 6” at night. Those at the edge of these terrain features count as in cover and can see and be seen . Those 1” or farther inside from the edge cannot.
Roll 2d6 for each section on the Terrain Generator Table. This tells you the type of terrain that occupies each section.
2
Definite road: Obviously well maintained road. Movement on a road is at normal speed. When a road is called for in one section it will run the length of the board one table edge to the opposite edge of the section. Roads run either from left to right (1-3) or up to down (4-6) through the center of each section.
TERRAIN GENERATOR TABLE 2d6 added together
2d6 2 3 4 5 6 7 8 9 10 11 12
Clear/Hilly Hill Clear Hill Clear Clear w/ Road Hill Clear (1) Woods Clear Hill w/River Hill
Mountainous Impassable Woods Clear (2) Rough w/Road Rough Impassable Rough Rough Clear Impassable Clear w/River
Woods Woods Woods (3) Wooded Hill Woods w/Road Clear Woods Woods Wooded Hill Clear Clear w/River Woods
Hills: Sight blocking elevations that slope down in two directions. River: Rivers will be 1d6 + 3” wide. You must place a river over an existing piece of terrain such as a river going through a clear area or do wn a hill. If a river is called for in section 5 then it is a lake instead. In any other section it is placed running from the table edge to the opposite edge of the section. After placing a river roll 1d6. On a 1 or 2 the river is not fordable and a bridge must be placed across it at some point. On a 3 or higher the river is fordable. Fording is performed as follows:
(1) There is one (1-3), two (4-5) or three (6) buildings present.
(2) There is one (1-5) or two (6) buildings present. (3) There is one (1-4) or two (5-6) buildings present.
Example – I have determined that the overall terrain type of the board will be clear. I then roll 2d6 on the Terrain Generator Table for section one and score a 7. This means I have a hill. I then roll a 9 for section two so that’s a patch of woods. I continue until all nine sections are full. © 2009 ED TEIXEIRA
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The group must stop at the riverbank and forfeits any remaining movement. Next turn it moves to the middle of the river expending its whole move. The third turn it exits out of the river and stops at the opposite riverbank expending its whole move. The fourth turn the group moves normally.
C R 3.0 HAIN EACTION
Those in the middle of the river are considered to be in cover.
G T S AMING HE TREET ARFARE ABLE W T
Soft fieldworks – Sandbags or similar stacked to provide cover and have a DV of 3 Concrete structure – Hard structures have a DV of 4.
UILDING B AREAS
Note that when playing Street Warfare you will be fighting in and through buildings. The best way to play out these battles is start with a 12” wide street with buildings on each side that runs the length of the table. Add to that, as you like.
In addition to their DV, each building is also rated as having of one or more areas. Model buildings (and real ones too!) come in many shapes and sizes. For game purposes we need to divide buildings into of roughly 6” x 6”. Roughly because if your areas building is 6” x 8” or even 8” x 8” there is no need to call it more than one area. Additional floors beyond the ground floor areas will also count as additional areas. Sometimes a building may sustain a catastrophic hit in a building area causing it to collapse. If an area that collapses has another area above it roll 1d6 for that upper area. On a roll of 1 -4 the upper section collapses as well. On a 5-6 it does not. In the event that all of the areas on one level of a building have collapsed, we can assume that when the last one of these collapsed all areas above it collapsed as well.
E AND E B NTERING XITING UILDINGS Figures may enter or exit a building at a reduction of 2” if through a doorway. If doing so through a window that will end their move but they can stil l shoot. Example – Char can move 12” as she passed 1d6 on a Fast Move test. She moves 6” to the door, subtracts 2” for passing through the door, and continues 4” more.
M I B OVEMENT NSIDE UILDINGS Movement in buildings is at normal speed and always counts cover for any figures that are inside. This does not include those that have entered the building and are considered to have triggered an In Sig ht test while in the doorway. .
B UILDINGS
Movement between levels whether up or down costs half the move distance.
The type of material that a building is made from determines its Defensive Value or DV. Here is a list of buildings by DV. Any building hit by fire by a weapon with a higher Impact than the DV of the building will only count as concealment and not cover.
Example – Jim Bob Joe starts his turn on the first floor. He becomes active and spends 4” of movement going up to the next floor.
Grass or similar hut – Made of grass or other organic materials and have a DV of 1. Typical frame structure – Made of wood or lightweight materials providing a DV of 2.
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C R 3.0 HAIN EACTION two figures on the running boards, one per side. Figures on the running boards do not count as in cover or concealed.
EHICLES V
The relative size of the vehicle. B V – ASH ALUE
In this section we introduce vehicles to CR 3.0. The rules for vehicles are simple on purpose as the real of the game are the characters. stars
V M EHICLE OVEMENT A vehicle may move up to its normal speed as specified on the Vehicle Table when active. If desired the driver may attempt to move faster, in effect, take a Fast Move Test for the vehicle. This test is taken by rolling 2d6 versus the Rep of the dri ver and counting the number of passed d6.
U T V SING HE EHICLE A character may do one of the following.
Enter a vehicle and start it up.
Start it up and move up to half move.
Move full move.
Move up to half move and turn off the vehicle.
Turn off the vehicle and exit from it.
Anytime a vehicle wishes to move in reverse it may do so at up to at ¼ of its maximum speed. The vehicle must have been stopped prior to m oving in reverse.
G ROUPS All the passengers in or on a vehicle will count as being in the same group. Any vehicles within 4” of each other are counted as being in the same group.
T URNING Vehicles may turn (change direction up to 90 degrees) whenever desired during their movement. Each turn reduces the vehicle’s speed by ¼ of its current speed.
T O V YPES F EHICLES There are two types of vehicles used in CR 3.0
Vehicles may not make a 90-degree turn at more than ½ their maximum speed. If they do the driver must take the Lose Control Test.
Vehicle List Turns 1 1
Seats 6 3/10
Bash Value 5 12
“B T ” OOTLEGGER URN A bootlegger turn is a radical driving maneuver intended to reverse the direction of travel of a forward-moving sedan.
D T V EFINING HE EHICLE
If performed correctly, the vehicle will enter a controlled skid, enter the opposite lane and turn completely around. In a perfect bootlegger turn, the vehicle will be at a complete stop at the end of the maneuver and ready to accelerate and depart in the opposite direction. Use the following procedure when trying the bootlegger turn.
– The type of vehicle it is. T YPE The normal speed, in inches, that the vehicle S – PEED may move each turn of activation. How many times a vehicle may make up to T – URNS a 90-degree change of direction when active. How many passengers the vehicle can safely S – EATS carry. Note that sedans and trucks may also carry © 2009 ED TEIXEIRA
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Pass 0d6 – Mover normal.
R D EVERSING IRECTION
Characters may enter or exit a vehicle at a reduction of 2”.
Speed 18 12
Pass 1d6 – Move one and a half normal move.
Vehicles are always assumed to be moving unless specified otherwise. Vehicles may enter the table at any speed.
G I AND O O ETTING N UT F V EHICLES
Type Sedan Truck
Pass 2d6 – Double normal move.
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The player declares he is attempting the maneuver.
C R 3.0 HAIN EACTION The vehicle moves half its current speed. R V AMMING EHICLES
The driver takes the Lose Control T est.
If pass 2d6 then the vehicle comes to a stop.
There may come a time when one character wishes to ram his vehicle into another vehicle. This is easy to do. Move the ramming vehicle to within 6” of the target vehicle.
It moves over one vehicle width in the direction of the turn and turns around 180 degrees facing the opposite direction at a complete stop ready to move normally when next active.
If when taking the Lose Control Test a result of pass 1d6 or 0d6 occurs then carry out the result listed.
Each side rolls 1d6 for each point of Bash Value of their vehicle and consults the Bash Table. The total may be modified.
BV
Bash Table (Taken vs. Bash Value of vehicle)
EACTION ESTS R T
+2d6 if the ramming vehicle T-Bones the target vehicle. +1d if the target vehicle is not moving.
This section covers specific Reaction Tests taken by the driver of a vehicle.
A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure.
– Taken by the driver when the vehicle R F ECEIVED IRE has been shot at but neither it nor t he driver has been hit.
Only roll all d6 once and count successes
# Successes Score twice as many successes as opposing vehicle. Score more successes but not twice more than opposing vehicle.
Taken when active or inactive.
LOSE C ONTROL – Taken by the driver as a result of a failed Received Fire Reaction Test.
Taken when active or inactive.
V I C EHICLES N OMBAT Vehicles can be involved in combat in a variety of ways.
Score same number of successes
R D P UNNING OWN EDESTRIANS The attacker picks a target that he can reach.
Result Opposing vehicle hit, disabled and rolls to a stop 2d6” away from winner’s vehicle. Each occupant immediately takes the recover from Knocked Down test. Opposing vehicle hit and rolls to a stop 2d6” away from winner’s vehicle. May be disabled (1-3) or can be restarted (4-6) but can only move at half speed. Each occupant immediately takes the recover from Knocked Down test. Vehicles just miss each other! Continue full remaining move.
The driver and target each rolls 1d6 and adds the result to their Rep.
If a vehicle hits a stationary non-vehicle object then it will roll on the Bash Table using the following Bash values.
If the driver total is higher than the target total then the target rolls 1d6. Result of Rep or less is Knocked Down while greater than Rep is OOF.
Concrete or steel BV 10 – if vehicle scores more successes then it will count as if bounced off the wall and will continue their move. Solid wood or frame structures BV 5 – if vehicle scores more successes then it will count as if bounced off the wall and will continue their m ove.
If the driver total is equal or less than the target total then the target has dived out of the way and goes prone.
Breakaway wood or frame structures BV 3 – if vehicle scores more successes then it will count as if bounced off the wall and will continue their move.
If the target is prone then it will roll 1/2d6 instead. OOF or stunned targets are automatically hit.
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C R 3.0 HAIN EACTION
S HOOTING
HE ATTLES T B
Players may fire at the driver, passengers or vehicles if they have a LOS. Passengers and even the driver may fire from a moving vehicle.
You’ve fielded your force, set up the terrain, and chosen the type of battle you wish to fight. So let’s get going.
T D O ARGETING RIVER R P ASSENGER S
We’ve served up a great way to get you started. It can be used in rural area for Military Ops or in an urban area for Street Warfare.
Drivers and passengers will count cover if inside a vehicle and as fast moving if moving over 8”. Driver and passengers will take the appropriate Reaction Tests and respond accordingly.
P ATROL We recommend using this for your first battle. In this battle your force is entering enemy territory to scout out the area. Usually the Military will be patrolling a n Insurgent area but if you like feel f ree to reverse the roles.
T V ARGETING EHICLES There is a chance that a sh ooter can disable a vehicle with ranged weapons fire. This is done in the following way.
G OAL
Fire normally at the vehicle. If a result of 10 or higher is scored the vehicle has been hit.
For each hit roll 2d6 versus the Impact of the weapon used and consult the Disabled Vehicle Table.
2
F ORCES
Disabled Vehicle Table
(Taken vs. the Impact of the weapon)
# Passed d6 Pass 2d6
Pass 1d6 Pass 0d6
Result Vehicle will crash and roll over. All inside or on will roll on the Ranged Combat Damage Table versus an Impact 3 weapon. Vehicle hit, driver takes the Loss of Control Test. No effect, driver takes the Received Fire Test.
TWO HOUR WARGAMES
Decide which list the enemy will use. Do not worry about gathering their force as all enemy forces, if any, are determined in the Special Instructions section.
Set up terrain as outlined in the Setting Up Terrain section.
D EPLOYMENT
If the driver of a vehicle becomes disabled for any reason the vehicle will move forward a f ull move and come to a stop.
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Your force can be as big or as small as you desire.
T ERRAIN
D D RIVER ISABLED
© 2009 ED TEIXEIRA
You must move through all the sections of the board and drive away any enem y you meet.
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Divide the board into nine equal sized sections as you did when generating terrain.
C R 3.0 HAIN EACTION Your patrol will enter the board from the edge 2 PEF MOVEMENT TABLE bordering sections 7, 8, and 9.
(Taken versus the PEF Rep)
Next roll 1d6. The score indicates which numbered section of the map could contain a Possible Enemy Force or (PEF).
# Dice Passed Pass 2d6
PEFS represent the possible location of enemy forces but don’t worry; this will be explained in more detail, as you need to know.
Place an enemy figure of any t ype in this section of the board to represent the possible PEF. If a terrain feature could block the LOS from your force to the PEF be sure to p lace the PEF to do so. If no such feature is present then place the PEF in the center of that section.
Pass 1d6
Repeat this process until you have three PEFs placed on the board. It is possible to have more than one PEF in one section.
Pass 0d6
R PEF ESOLVING S There are two ways to resolve PEFs. The first is when a friendly group has LOS to a PEF.
Roll 1d6 and consult the PEF Force Composition Table to see what it is composed of. Be sure to note how many PEFs have previously been resolved and use the corresponding row.
Example – I enter the board in section 7 and have a clear LOS to a PEF in section 4. It is time to resolve the PEF. How many PEFS have I resolved previously? None, so I will use the “0 PEF” row. I roll 1d6 and score a 5. The result is “C”.
PEF M OVEMENT Once the patrol has been placed on the table the PEFs, using the Reps that you generated in the Deployment Section, are handled just like normal groups. When they activate they will move using the PEF Movement Table. Roll 2d6 for each PEF starting with the highest and moving to the lowest.
PEF Force Composition Table Die Score
Previously Resolved PEFs: 0 PEF
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(1-4) PEF will move 16” towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (5-6) PEF will move 16” towards nearest enemy. (1-2) PEF will move 8” towards nearest PEF if others on table or split into two PEFS if not. New PEF behaving individually starting with the next Activation. (3-6) PEF will move 8” towards nearest enemy (3-6). PEF doesn’t move.
PEFs that move do not suffer any movement penalties.
Once the terrain has been set and the PEFs generated the battle can begin. Move the patrol onto the board into section 7, 8, or 9 or any combination of them. After the patrol has entered the board activation is handled normally. If the patrol has an LOS immediately resolve it. See the section called Resolving PEFs on page 24.
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Now roll 2d6 for each PEF. Take the lower score. If doubles are rolled simply count either score. This score is the Rep of the PEF that will be used for activation while it still is a PEF.
© 2009 ED TEIXEIRA
S PECIAL I NSTRUCTIONS
Result
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1
2
3
4
5
6
A
B
C
C
C
C
1 PEF
A
A
B
B
C
C
2 PEFS
A
A
A
B
B
B
3+ PEFS
D
C
C
C
C
C
A: Main Body. The PEF is replaced by a sizeable amount of troops. Roll 2d6 and a dd 3, then consult the How Many of Them Table. In addition, roll another 1d6. On 1 –5 you have come across the enemy CinC.
C R 3.0 HAIN EACTION
placed on the table the Rep of the P EF is no longer used.
B: Stragglers. The PEF is replaced by a smallish amount of troops. Roll 2d6 and subtract 3, consult the How Many of Them Table. In addition, roll another 1d6. On a result of 1 the enemy CinC leads this small group.
S T T COUTING HE ABLETOP Now that you know how to resolve the PEFs the next question you have to ask is what about the rest of the table?
C: False alarm. Don’t be so jittery! T’weren’t nothing at all, really. Remove the PEF from play.
Look at the tabletop that you are going to play on. There may be terrain features that the enemy can hide in such as buildings, woods, or behind a hill. To determine if there are enemies lurking in these features we use the following procedure.
D: Enemy. If the enemy Main Body has not been found then this is it. If it has been found then count as Stragglers.
H M O T ? OW ANY F HEM
When a group first gets a LOS to a piece of terrain place a PEF in it and resolve it as explained on page 26.
Now you know they’re there, but you need to know how many of them there are.
O PTIONAL R EINFORCEMENTS
MILITARY PATROL – HOW MANY OF THEM? Dice Total
2
Immediately re-roll the activation dice to see if the enemy receives reinforcements. If the enemy score is higher, one more PEF enters the table via the enemy table edge (1-3), left flank (4), right flank (5) or friendly board edge (6). This PEF will follow the normal rules for PEF movement and resolution. Roll the dice again to see who activates first.
They have 1/2 as many figures.
3-4
They have one less figure.
5-6
They have an equal number of figures.
7-8
They have one more figure.
9 - 10 11
They have ½ as many more figures. They have 2X as many more figures in two groups. They have 3X as many more figures in three groups.
12+
If all players agree before hand, an activation roll of doubles may herald the arrival of reinforcements.
Number of enemy figures
If the player scores higher then no reinforcements will arrive. Or if you desire there being a chance of reinforcements for both sides then anytime the activation roll comes up seven the side with the higher die score will receive 1-3 additional figures entering from their respective table edge that they started from.
Insurgents Patrol – How Many Of Them? Dice Total
Number of enemy figures
2-4
They have 1/2 as many figures.
5-6
They have one less figure.
7-8
They have an equal number of figures.
9 - 10 11
They have one more figure. They have ½ as many more figures in two groups. They have 2X as many more figures in two groups.
12
H T E OW HE NEMY M OVES When PEFs are first deployed they will move according to the PEF Movement Table. When they are resolved and actual figures are placed on the table they will now use the NP Force Movement Table. NP means non-player and are the groups that are not being controlled by another pla yer such as when you play solo or same side. Obviously if playing against another person this table is not used.
AND W ARE T ? HAT HEY After you know how many enemy there are recruit the actual figures from the appropriate army list. Try to place the enemy figures so that the center figure, closest to your figure is on the l ocation of the PEF, with the other figures in any reasonable formation based on that figure. Note that when figures are
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When an enemy group is active, roll 2d6 versus the Rep of its Leader. Then compare the results on the
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C R 3.0 HAIN EACTION NP Force Movement Table to see what that group will do.
2
5 – Decide if your force will enter the board through section 7, 8, or 9 (page 23). 6 – Roll three times for PEFs that will be placed on the table at the start (page 23).
NP FORCE MOVEMENT TABLE
7 – Place a figure to represent each PEF either in the center of the section or behind any terrain piece that will block LOS to your force (page 23).
(Taken versus Rep of the leader) +1d6 if the group is in cover +1d6 if the NP side has twice as many figures on the board
# Dice Passed Pass 2d6
Result
Pass 0d6
9 – Next move your patrol onto section 7, 8, 9 or any combination of those sections (page 23).
If outnumber the enemy the group will split into two groups of equal size. One group will move to position, preferably in cover, to fire while a second group will encircle to the left (1-3) or right (4-6) flank to attack the enemy. Otherwise will seek cover in range of own weapons to fire at enemy. If enemy retires will follow. If outnumber the enemy will move to position, preferably in cover, to fire at the enemy. Otherwise will seek cover and remain in place. If attacked to a flank they will retire. If outnumber the enemy will seek cover and remain in place. If attacked to a flank they will retire. in place. Otherwise will halt
Pass 1d6
8 – Roll for the PEF Rep of each PEF (page 23).
10 – Place a PEF on all terrain pieces that you have a LOS to (page 24). 11 – If any PEFs are in LOS of your patrol immediately resolve them using the PEF Composition Table (page 24). 12 – If any PEFs are actually enemy forces determine how many there are using the How Many Are There Table (page 24). 13 – Determine what they are by using the appropriate army list and place them on the table (page 7). 14 – Activation is carried out normally (page 9). 15 – Move the unresolved PEFs (page 24). 16 – Move any actual enemy forces (page 9). 17 – Fight the battle normally follo wing the Turn Sequence (page 10).
E PILOGUE
Example – Activation dice are rolled and the enemy activates first with a score of 4. This means that only enemy groups with a Rep 4 or higher Leader can activate. I start from high to low and the Rep 5 group goes first. I roll a 3 and a 5. As the group outnumbers me it breaks into two smaller groups, both led by Leaders. One group remains in place and fires while the other group works its way along my flank.
That’s it. Hope you enjoy the rules. If you are interested in vehicles, campaigns, character advancement, scenarios, air power, artillery, tons of army lists and more detail about a specific period then test out the THW website at www.twohourwargames.com
P ATROL E XAMPLE
But if you’re happy with what you have right here in your hands then that’s good too. After all, it really is about playing the game. Take care,
Here’s a step-by-step Patrol example. 1 – Choose your force from the appropriate list (page 7)
Ed
2 – Divide the table into nine sections (page 20). 3 – Roll for the general terrain for each section (page 20). 4 – Roll for the specific terrain feature in each section using the Terrain generator Table (page 21)
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C R 3.0 HAIN EACTION
I NDEX Activation, 9, 23, 26, 27, 28, 29
Movement, 10, 22, 26, 27, 28
Attributes, 4, 6
NPC, 13, 15, 16, 17, 19, 20, 25, 27, 28
Base, 22
Obviously Dead, 12, 16, 19
Being Charged, 12
Out of the Fight, 12, 16, 19
Bootlegger Turn, 24
Outgunned, 15
Buildings, 22, 23
Passing Dice, 3
Carry On, 12
Patrol, 26
Characters, 4
PEF, 26, 27, 28
Cheating Death, 4, 5
Pitiful Shot, 17
Counting Successes, 3
Prone, 10
Crisis, 10
Rally, 12
Dice, 3, 13, 17, 20, 27, 28
Ranged Combat, 5, 16, 17
Driver Disabled, 25
Reaction, 11, 12, 24, 25
Duck Back, 6, 10, 12, 20
Rear, 4
Fast Move, 6, 10, 11, 23
Received Fire, 3, 5, 6, 11, 12, 15, 16, 17, 24
flank, 28
Recovery, 20
Focus, 11, 13
Recruiting, 6
Free Will, 4, 5
Reputation, 3, 4, 5, 9, 10, 13, 17, 27, 28
Group, 1, 4, 8, 9, 13, 23
Retire, 10, 12, 13
Grunts, 4, 6
Retrieving Wounded, 20
Halt, 10, 13
Shooting, 15, 16
Hunker Down, 10, 13
Snap Fire, 13
IGO UGO, 2
Star Power, 5
Impact, 25
Stars, 4, 5, 15
In Sight, 2, 3, 5, 6, 11, 19, 23
Stunned, 12, 13
Knocked Down, 12, 16, 17
Terrain, 3, 21, 22, 26, 28
Larger Than Life, 4
Throwing Grenades, 17
Leader, 6, 7, 8, 9, 10, 11, 12, 27, 28
Tight Ammo, 15
Line Of Sight, 15, 26, 27
Turn Sequence, 9
Lists, 6
Vehicle List, 23
Lose Control, 24
Vehicles, 23, 24, 25
Man Down, 12
Wanting To Charge, 12
Melee, 5, 18, 19
Weapons, 5, 14, 17, 18
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CHAIN REACTION 3.0
Rep
R T EACTION EST TATUS S AND ACTIONS
Taken vs. Rep -2d6 if prone or attacked to rear -2d6 if retrieving wounded -1d6 if have lower Impact weapon
Here we will explain the terms found on the Reaction Tests Table.
A score of 1, 2, or 3 is a success A score of 4, 5, or 6 is a failure.
– The figure is in good order and can act C O ARRY N and react as desired. A figure is considered to be carrying on if it is not doing any of the following.
Stunned
Obviously Dead
Out of the Fight
Ducked Back
Retire
Hunkered Down
Melee Combat
When fighting multiple attackers must divide d6 Continue rolling until one side has any successes or all sides have zero successes.
# Successes Score 2+ more successes Score 1 more success No successes scored
– Move to the nearest cover within 6”. D B UCK ACK This can be in any direction, even forward. If no cover is available within 6” then the figure will drop prone in place, ending its turn. It may not fire until active or caused by subsequent Reaction Test. Figures in Duck Back cannot see or be seen by the cause of the test but those that go prone can.
2
Result Enemy Obviously Dead.
Enemy Out of the Fight Evenly matched. Remain in melee and when active may either break off the melee or continue the melee.
AFTER THE BATTLE RECOVERY Taken vs. Rep of all OOF figures
– Cease movement or not move at all. H ALT # Dice Passed Pass 2d6 Pass 1d6 Pass 0d6
– Stay in cover or move to nearest H D UNKER OWN cover within 12”. If no cover is available within 12” then the figure will drop prone in place, ending its turn. It may not function until rallied and if confronted by an enemy within 4” will surrender. Figures in Hunker Down cannot see or be seen by the cause of the test but those that go prone can.
Result All return at normal Rep. All return at –1 to their Rep. OOF becomes OD while those that retired will not return.
2
– Cease movement or not move at all. H ALT
CHALLENGE TEST (Taken vs. Rep)
– The wound is so severe it is O D BVIOUSLY EAD
A score of “6” is always a failure
obvious that the character is dead. – The figure is wounded and O O T F UT F HE IGHT cannot continue the battle. He cannot move on his own and must be retrieved by others. If contacted by enemy he is considered to be captured.
R - Move to the nearest cover within 12” away ETIRE
# Dice Passed Pass 2d6
Pass 1d6
from the cause of the test, even if already in cover. If no cover available within 12” then drop prone in place, ending your turn. Remain Hunkered Down until rallied or forced to retire again.
Result
S F – NAP IRE Stop in place and fire rushing the shot
Character completes the challenge successfully. Character may chose to immediately re-roll the challenge counting a result of pass 1d6 as if pass 0d6. OR Decide not to continue the challenge.
and at full Target rating. Pass 0d6
Figure may not act or react until having S – TUNNED spent one full turn of activation doing nothing. © 2009 ED TEIXEIRA
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TWO HOUR WARGAMES
8/1/2009
QRS
Character fails and suffers consequences.
CHAIN REACTION 3.0 * = Star May choose to pass 2d6, 1d6, or 0d6.
R T T EACTION ESTS ABLE Reason
Fast Move (Ldr)
Pass 2d6 Move up to 2X normal distance.
Focus Test*
Fire at the perceived biggest threat if there is one. Otherwise fire at the closest target.
Pass 1d6 Those in cover move normal speed. Others move up to 1.5X normal distance.
Fire at closest target.
Fire if can. Others duck back. Chargers carry on. Retrieving wounded carry on. Others outgunned will Duck Back Others return fire.
All will charge into melee.
In Sight
Received Fire (Ldr) *
Wanting To Charge (Ldr)* Being Charged (Ldr)* Rally*, Leader Lost*& Man Down Recover From Knock Down
Driver Received Fire
Driver Lose Control
© 2009 ED TEIXEIRA
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Those that can will fire and then melee. Those that cannot fire will melee. Carry on.
Figure may not act or react until having spent one full turn of activation doing nothing. Vehicle moves forward half current speed.
Driver regains control and carries on.
TWO HOUR WARGAMES
8/1/2009
QRS
Snap fire if can. Others halt. Chargers halt and snap fire. Retrieving wounded carry on. Those in cover snap fire. Others will Duck Back. All will halt. Those that can will and snap fire . May not fire but will melee.
All will retire.
All will retire.
All Duck back.
All are out of the fight.
Vehicle veers 45 degrees away from fire and moves forward half current speed.
Vehicle veers 45 degrees away from fire and moves forward half current speed ending in a stop. May be restarted when next active.
All will halt and may not fire.
Pass 0d6 Those in cover remain in place instead. Others move up to normal distance. Roll 2d6 for the best target or biggest threat and 1d6 for all others. High result is the target to fire on. Ties go to the closer target. All may not fire and will halt. All will retire.
All are obviously dead.
Vehicle veers 45 degrees away from fire and moves forward half current speed. Driver takes Lose Control test. Vehicle veers 45 degrees away from fire and moves forward half current speed then rolls over and is irreparable. Each occupant immediately takes the recover from Knock Down test.
CHAIN REACTION 3.0 WEAPONS TABLE Range Targets Imp Pistol 12 2 1 BA Pistol 12 2 2 Shotgun 12 3 2 Bolt Action Rifle 48 1 3 Semi-Automatic Rifle 48 2 3 Machine Pistol 12 3 1 Submachine Gun 24 3 1 Assault Rifle 48 3 3 Grenade 6 5” blast circle 2 Squad Automatic Weapon 48 4 3 Grenade Launcher 24 5” blast circle 2 Rocket Launcher 48 5” blast circle 5 Type
Target
2
THROWING GRENADE TABLE (Taken vs. Rep)
# Dice Passed Pass 2d6
Result
Pass 1d6
Ranged Combat 1d6 + Rep
Pass 0d6
A result of two or more “ones” means out of ammo.
1d6 + Rep 3 to 7 8
Result
9
10+
1
Miss. Target concealed – miss. Target in cover – miss. Target prone – miss. Target moved fast – miss. Shooter moved fast – miss. Shooter is snap firing - miss. Second or higher target – miss. Otherwise – hit. Target in cover – miss. Shooter moved fast – miss. Shooter is snap firing - miss. Third or higher target – miss. Otherwise – hit. Hit.
Na
Outgunned Ranking 5 4 3 2 1 0
1d6 per each hit
© 2009 ED TEIXEIRA
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Result Target Obviously Dead Target is Out of the Fight. Target is knocked down and immediately takes Recover From Knocked Down Test.
TWO HOUR WARGAMES
Outgunned Rankings
Stars, retrieving wounded and chargers are never outgunned.
Ranged Combat Damage Table
Score “1” Impact or less but not a “1” Higher than Impact
Grenade lands on the nominated spot. Test for damage. If the thrower cannot see the nominated spot, such as behind cover or concealment, the grenade misses. The explosion however causes the target to take a Received Fire test counting outgunned. If the thrower can see the nominated spot or the grenade is being dropped over a wall, rolled into a doorway, or similar it lands on the nominated spot. Test for damage. Oops! Grenade is dropped. All within the blast circle must roll their Rep or less on 1d6 to drop prone and escape damage. Otherwise roll for damage.
8/1/2009
QRS
Weapon Type Grenades and Rocket Launchers, SAW Target 3 weapons. Target 2 weapons. Target 1 weapons. Those that may not return fire or out of range.
CHAIN REACTION 3.0 * = Star May choose to pass 2d6, 1d6, or 0d6.
R T T EACTION ESTS ABLE Reason
Fast Move (Ldr)
Pass 2d6 Move up to 2X normal distance.
Focus Test*
Fire at the perceived biggest threat if there is one. Otherwise fire at the closest target.
Pass 1d6 Those in cover move normal speed. Others move up to 1.5X normal distance.
Fire at closest target.
Fire if can. Others duck back. Chargers carry on. Retrieving wounded carry on. Others outgunned will Duck Back Others return fire.
All will charge into melee.
In Sight
Received Fire (Ldr) *
Wanting To Charge (Ldr)* Being Charged (Ldr)* Rally*, Leader Lost*& Man Down Recover From Knock Down
Driver Received Fire
Driver Lose Control
© 2009 ED TEIXEIRA
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Those that can will fire and then melee. Those that cannot fire will melee. Carry on.
Figure may not act or react until having spent one full turn of activation doing nothing. Vehicle moves forward half current speed.
Driver regains control and carries on.
TWO HOUR WARGAMES
8/1/2009
QRS
Snap fire if can. Others halt. Chargers halt and snap fire. Retrieving wounded carry on. Those in cover snap fire. Others will Duck Back. All will halt. Those that can will and snap fire . May not fire but will melee.
All will retire.
All will retire.
All Duck back.
All are out of the fight.
Vehicle veers 45 degrees away from fire and moves forward half current speed.
Vehicle veers 45 degrees away from fire and moves forward half current speed ending in a stop. May be restarted when next active.
All will halt and may not fire.
Pass 0d6 Those in cover remain in place instead. Others move up to normal distance. Roll 2d6 for the best target or biggest threat and 1d6 for all others. High result is the target to fire on. Ties go to the closer target. All may not fire and will halt. All will retire.
All are obviously dead.
Vehicle veers 45 degrees away from fire and moves forward half current speed. Driver takes Lose Control test. Vehicle veers 45 degrees away from fire and moves forward half current speed then rolls over and is irreparable. Each occupant immediately takes the recover from Knock Down test.